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CloakerCR 8 · Large Aberration · Stat Block & Encounter Builder

Large aberration, Challenge 8. AC 14, 78 hit points.

Armour Class
14
Hit Points
78
Speed
10 ft.
Challenge
8 · 3,900 XP
Alignment
Chaotic Neutral

The card

Stat Block

Large Aberration · Chaotic Neutral

Cloaker

AC
14
HP
78
CR
8

12d10 + 12 · 10 ft., fly 40 ft. · AC from natural armor

Darkvision 60 ft., passive Perception 11

Languages: Deep Speech, Undercommon

STRDEXCONINTWISCHA
17 (+3)15 (+2)12 (+1)13 (+1)12 (+1)14 (+2)

Traits

Damage TransferWhile attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.
False AppearanceWhile the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light SensitivityWhile in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions

MultiattackThe cloaker makes two attacks: one with its bite and one with its tail.
BiteMelee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
TailMelee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.
MoanEach creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.
PhantasmsThe cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

How to actually run it

Tactics

The stat block tells you what it can do. This tells you what to do with it.

1Multiattack: The cloaker makes two attacks: one with its bite and one with its tail.
2With a 40 ft. flying speed it can stay out of melee reach; a party with no ranged answer will chase it all fight.

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Encounter Difficulty

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How bad is this fight?

Real DMG maths — XP thresholds by level, and the group multiplier that makes crowds so much worse than the raw total suggests.

Could kill someone — and at high enough numbers, the whole party.

Difficulty

Deadly

31,200 adj. XP · ×2

deadly at 1,600

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Counsel

Cloaker, Answered

What is Cloaker's challenge rating in D&D 5e?

Cloaker is Challenge 8, worth 3,900 XP. Encounter maths multiplies XP by the number of monsters, so a group is deadlier than the raw total — use the calculator on this page.

What are Cloaker's stats?

AC 14 (natural armor), 78 hit points (12d10 + 12), speed 10 ft., fly 40 ft.. Ability scores: STR 17, DEX 15, CON 12, INT 13, WIS 12, CHA 14.

Can Cloaker fly?

Yes — it has a flying speed of 40 ft.. A melee-only party will struggle to pin it down.

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